Flickering Shadows with Capture Cube + Post Process

# Background

We’ve got two camera systems, regular and fisheye, and I’m seeing unexpected shadow flickering in the fisheye camera that does not appear in the regular one (you can see this in the attached video). The two camera systems aren’t too different, so I’m at pains to explain why shadows would flicker in one and not the other. Specifically,

  • the regular camera uses a USceneCaptureComponent whereas the fisheye uses a USceneCaptureCube (to support the ultrawide field of view -- image data from each face of the cube gets wrapped/distorted onto the image plane), and
  • both cameras use a post-process shader to effect image distortion

The shaders don’t do anything besides map undistorted UV coordinates to distorted ones.

# Questions

Is there anything specific to the capture cube or post processing with a cubemap that could interfere with shadow rendering? The USceneCaptureCube pretty much has default settings and we initialize it with

CubeRenderTarget->Init(MAX_IMAGE_SIZE, EPixelFormat::PF_B8G8R8A8);
CubeRenderTarget->TargetGamma = GammaCorrection;
 
CubeCaptureComponent->Deactivate();
 
CubeCaptureComponent->TextureTarget = CubeRenderTarget;
CubeCaptureComponent->bCaptureRotation = true;
 
CubeCaptureComponent->UpdateContent();
CubeCaptureComponent->Activate();

Are there any other settings that would enforce better shadow rendering in the fisheye camera?

FisheyeCameraWeirdShadows.zip(11.2 MB)

Hello,

Thank you for reaching out.

I’ve been assigned this issue, and we will be looking into it for you.

We have been unable to reproduce the issue as described and shown in your video.

Can you please send us a minimal test project that demonstrates this, and include video of the issue in the test project?

The guide for test projects:

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